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US Video Game Industry Revenue Reaches $36 Billion in 2017
Press Releases /The US video game industry generated a record $36 billion in revenue in 2017, up 18 percent from 2016,…
ESA Applauds US Trade Representative’s 2017 List of Notorious Markets
Press Releases /The Entertainment Software Association (ESA), which represents the US video game industry, commended today’s release of the 2017 Special…
Scholars’ open debate paper on the World Health Organization ICD-11 Gaming Disorder proposal
Academic Research /"The empirical basis for a Gaming Disorder proposal, such as in the new ICD-11, suffers from fundamental issues. Our…
ESA Responds to WHO’s Proposed Disorder Classification
Press Releases /"The World Health Organization knows that common sense and objective research prove video games are not addictive. And, putting…
Lohan and Gravano – ESA Motion for Leave and Amicus Brief
Policy Filings /Specifically, ESA seeks to provide information to the Court regarding the expressive nature of video games and to explain…
So scary, yet so fun: The role of self-efficacy in enjoyment of a virtual reality horror game
Academic Research /This study uses a VR horror game to explore the relationship between horror self-efficacy, physiological arousal, and fear on…
Ludoliteracy: The Unfinished Business of Media Literacy
Academic Research /This article advocates for the incorporation of digital games and digital gaming into media literacy. An understanding of the…
Prescribing PlayStation: When Video Games Are Good for Kids
Academic Research /Research demonstrates that video games can have a positive impact on physical and mental health. Playing popular video games…
FCC Broadband Definition: ESA Reply Comments
Policy Filings /The ESA offers its comments and perspectives on the performance consumers need to access advanced telecommunications capability.
Pokémon Go: A game changer for the physical inactivity crisis?
Academic Research /Pokémon Go blends a fun smartphone game with real-life, outdoor physical activity. Initial reports suggest it is a successful…
Students’ Experiences of Interdisciplinary Learning while Building Scientific Video Games
Academic Research /This study explores how students experience interdisciplinary learning--specifically game jams, hackathons, and similar group game creation events. These events…
Recent Progress in Virtual Reality Exposure Therapy for Phobias: A Systematic Review
Academic Research /Available evidence about virtual reality exposure therapy (VRET) reveals that virtual reality (VR) is an effective treatment for phobias.…
Using Xbox Kinect Motion Capture Technology to Improve Clinical Rehabilitation Outcomes
Academic Research /This study found that Kinect-based VR intervention was effective at improving dynamic balance in individuals with chronic severe traumatic…
Vigil v. Take-Two Interactive: ESA Amicus Brief
Policy Filings /The conclusion requested by the plaintiffs—that a party need not prove any actual damage for alleged minor procedural violations…
Active Video Gaming Compared to Treadmill Walking and TV Watching in Obese Children and Adolescents
Academic Research /This study found that active video games (AVG) were effective at increasing energy expenditure and activity levels in children…
A Blended Web-Based Gaming Intervention on Changes in Physical Activity for Overweight and Obese Employees: Influence and Usage in an Experimental Pilot Study
Academic Research /The results of this study found that web-based gaming intervention was successful at increasing physical activity in overweight workers.…
The effects of video game therapy on balance and attention in chronic ambulatory traumatic brain injury: an exploratory study
Academic Research /This study found video game therapy (VGT) to be a viable treatment option for patients struggling with balance and…
2017 Essential Facts About the Computer and Video Game Industry
ESA Research /ESA surveys more than 4,000 American households and the heads of and most frequent gamers within each household about…
Mobile Learning Game Effectiveness in Cognitive Learning by Adults: A Comparative Study
Academic Research /This study found mobile learning games (MLG) to be as effective as traditional textbook learning at transferring factual knowledge.…
Assessing implicit science learning in digital games
Academic Research /This study explores ways to measure implicit learning through Game-Based Learning Assessments (GBLA). GBLA has promising applications in adaptive…